17,530 Commits over 1,614 Days - 0.45cph!
Added Power operator to stat linkers, allowed for multiple value modifications per operation
Some WIP commented out drawers
Ingore ID match when setting active goal from PlayerController
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Fixed people trying to steal items from each other
added attacks to controller and toned down head bob on run
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
anims are pretty rough sorry, will polish them once seen them in game
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
UnitManger unit ticks per frame to constant
TOD day length now 48 real minutes
UnitManager tick optimisations
Unit+Sense profiler hook removals
End profiler samples properly in Unit+Senses FindPerceivedUnits
ValueMitigators added to CombatEffectParameters and Unit+Combat
Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill)
Cast caching in Stat+Properties
new mammoth
test on deer to get animals working with generic controller
Foliage _test folder, with crappy fruit mesh experiments, nothing to see yet, shoo.
GoToRandomSpot tweak
BeforeDebugObject revived and fixed
PlayerGoals get named
Unit+Combat applies combat effect value mods correctly
Lots of stat tweaks
These apples had bad normals.
Fixed NRE in UDM.FilterBehaviourTargets
UDM doesn't use delegates for adding decisions after entity filtering, because reasons (this kills the GC)
Condition filtering refactor WIP, this kills the GC
DSE profiler hooks
-silly IMs don't produce any more garbage (silly CombineQueries is sillier now tho)
-removed old infmap consideration types (InfluenceAtPointConsideration and ThreatConsideration) and related assets
-added IM considerations to abilities and interactions, where fitting
Cleanup PlayerCamera, Follow no longer relies on events but just nullchecks the PlayerController's selected units list and follows the first (see http://jira.facepunch.com/browse/BEF-144)
Unit tick profiler hooks
Reflection probes enabled in Low quality settings
Fire FX sprite tweaks
-broken assets unbroken
-cavepeople refuse to collect sticks from under wolves.
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
Made the goals and abilities list drawers in AgentSettingsEditor unique
NRE error log in BehaviourCain where interaction target is null
ActionChain UnityEvents replacing System.Action
Unit+Combat effect stuff
-new InfluenceMapConsideration type, added in PickUp ability
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos
Added "Before\VertexLit Blended" for particle fog/scattering support
Misc shader work
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...)
More Weapons data/boilerplate
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial
Renamed Stat+Tickable to Stat+Tick, now simply handles ticking!
Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings
Fixed AddUnitFlag not working
Minor Effect stat mangement refactor for better clarify
WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations
Fixed some Effects adding the wrong flags
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
Fixed items not having colliders
Some combat related tinkering, AttackEntity action tests
Fixed EntityCondition item filtering not working as intended
Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action
Fixed Action HarvestResource not having a target
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile.
Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
Speedtree billboard shadows
Nutritional values derived from real kcal.